//=============================================================================
// Radio Bomb Fire
//=============================================================================
class RadioBombAltFire extends WeaponFire;

var bool bDetonate;

event ModeDoFire()
{
	super.ModeDoFire();
	bDetonate=true;
	settimer(0.85f,false);
}
event Timer()
{
	super.Timer();
	if (bDetonate)
	{
		RadioBombExplosive(Weapon).DetonateALL();
		bDetonate=false;
		if (Weapon.ammoAmount(0) < 1)
		{
			RadioBombExplosive(Weapon).bDestroy=true;
			RadioBombExplosive(Weapon).DestroyTime = Level.Timeseconds + 0.6f;
		}
	}
}

function PlayFiring()
{
	if ( Weapon.Mesh != None )
	{
		if ( FireCount > 0 )
		{
			if ( Weapon.HasAnim(FireLoopAnim) )
			{
				Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0);
			}
			else
			{
				Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
			}
		}
		else
		{
			Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
		}
	}
    Weapon.PlayOwnedSound(FireSound,SLOT_Interact,TransientSoundVolume,,TransientSoundRadius,Default.FireAnimRate/FireAnimRate,false);
    ClientPlayForceFeedback(FireForce);

    FireCount++;
}

defaultproperties
{
     FireAnim="Bang"
	 FireAnimRate=1
	 FireRate=1
     NoAmmoSound=None
}
